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KROOT KINDREDS

Version 1.1 by Rob Henson The Kroot are a unique race of xenos originating from the world of Pech, located within the Ultima Segmentum and absorbed into the Tau Empire. The Kroot are a relatively primitive race operating in tribes known as Kindreds and living in the most basic of buildings constructed from animal hides and located high in the treetops of the sprawling jungles of Pech. While most Kroot are seen fighting alongside Tau armies they also operate separately either working as a large kindred towards their own goals or working as mercenaries for the highest bidder. While they are uncommon in the Imperium and generally frowned upon by the Inquisition it is not unknown for some more radical Inquisitors to employ single Kroot for their impressive field craft abilities. The primitive tribal nature of the Kroot mean that they tend to follow a similar social system to that which is witnessed on a number of the feral worlds located within the Imperium. Kroot are led by a group of older members of their society known as shapers who have an instinctive understanding of the species and combat, as well as having a better understanding of other species and diplomacy. All members of Kroot society are expected to hunt and fight when the time comes, including the females who are hard to distinguish from the males. One prominent practice of the Kroot which tends to be looked down upon by other civilizations particularly that of the Tau is the act of cannibalism they perform on their victims after combat, eating the flesh of the dead to grow stronger.

SPECIAL RULES
Outlaws: Kroot kindreds are Outlaws; they may not pay off their Outlaw status. Hired Guns: Kroot kindreds may hire Underhive Scum and Outlaw Hired Guns. Territory: Kroot kindreds are an Outlaw gang and follow the rules for Outlaws. Only Kroot Carnivores may work territory. Capture: Kroot may not ransom prisoners but may still exchange them, anyone unfortunate to be captured by a Kroot kindred will be killed and eaten unless they are rescued or exchanged. Leadership: Disputes are always resolved in close combat. Only Kroot Carnivores may challenge for leadership. Eaters of the Dead: Every time a kindred member is killed, or an enemy fighter is killed by the kindred, all members of the kindred gain +D6 experience (roll once for the entire kindred). Tyranids, Chaos Worshipers and non-biological enemies do not grant any bonus experience. There are some things even the Kroot wont eat.

The Kroot are a unique species when it comes to their evolution, as they evolve in a way which has never been documented before. Rather than an evolution which occurs through random mutation and takes many millennia to fully realize the results, the Kroot are able to absorb DNA through their highly advanced digestive system. This explains the cannibalistic practices of the Kroot as well as the important role the Shapers play in controlling which foods a kindred will choose to eat, allowing them to carefully construct a more powerful group of hunters as the generations progress. As a result of this, individual kindreds can vary greatly from each other although there are a number of traits which have become heavily ingrained into the Kroot DNA and are common amongst all Kroot as well as a number of other species located on Pech, believed to be Kroot who have reached a genetic dead end. Path of the Kindred Each kindred will follow one of several evolutionary paths in order to grow stronger. The starting path for any kindred is that of the Carnivore. At the end of every third game that the kindred play it must select a new path. While following an evolutionary path, any Kroot Carnivores or Beastmasters that are recruited by the kindred will gain the traits listed by that path.

Path of the Carnivore: This is the starting path for any kindred. While following this path, any Kroot Carnivores or Beastmasters that are recruited gain +1 Strength. Kroot of this path may choose Muscle skills. Path of the Chameleon: While following this path, any Kroot Carnivores or Beastmasters that are recruited gain the Infiltration skill. Kroot of this path may choose Stealth skills. Path of the Vulture: While following this path, any Kroot Carnivores or Beastmasters that are recruited gain the Leap skill. Kroot of this path may choose Agility skills. Path of the Hunter: While following this path, any Kroot Carnivores or Beastmasters that are recruited gain +1 Weapon Skill. Kroot of this path may choose Shooting skills. Path of Green Blood Special: This path may only be chosen if the kindred killed and consumed an Ork within the last three games. While following this path, any Kroot Carnivores or Beastmasters that are recruited gain +1 Toughness. Kroot of this path may choose Muscle skills. Path of the Witch Special: This path may only be chosen if the kindred killed and consumed an Eldar within the last three games. While following this path, any Kroot Carnivores or Beastmasters that are recruited have a random minor wyrd power. Kroot of this path may choose to roll for additional wyrd minor powers instead of skills.

Recruiting Your Kindred


You have 1,000 credits to spend on recruiting and arming your kindred within the following guidelines. Minimum 3 Fighters: the kindred must have at least three models. Shaper: Your kindred must include one. Beastmaster: Your kindred may include up to three. Kroot Carnivores: You can include as many Kroot Carnivores as you can afford. Beasts of War: Your kindred may have up to eight beasts, Krootox and Knarlocs count as three beasts.

Beastmaster
Cost to Recruit: 60 Credits Kroot Beastmasters tend to the Kroot-based life forms that accompany the kindred. The most common of these is the Kroot Hound, but several other species are not uncommon amongst them. In battle they lead these beasts of war, herding them forwards to attack their enemies, and occasionally as riders for some of the larger creatures. M 4 WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 LD 7

Shaper
Cost to Recruit: 120 Credits The Kroot Shapers are the military and spiritual leaders of the Kroot. Shapers ensure the Kroot inherit only the good traits and that they do not reach an evolutionary dead end M 4 WS 4 BS 4 S 3 T 3 W 1 I 4 A 1 LD 8

Weapons: Kroot Beastmasters may be armed with weapons chosen from the Hand-to-Hand, Pistols, Basic and Extras lists. Path of the Kindred: Kroot Beastmasters follow the path of the kindred (see above). Beast Handler: This model may be the handler for up to two Kroot Hounds, one Krootox, or one Knarloc.

Weapons: The Shaper may be armed with weapons chosen from the Hand-to-Hand, Pistols, Basic, Special and Extras lists. Leader: The Shaper has the leader skill. Path of the Kindred: The first Kroot Shaper recruited by the kindred follows the Path of the Carnivore (see above).

Carnivores
Cost to Recruit: 50 Credits The Kroot Carnivores are the basic infantry for the Kroot, they have the ability to absorb characteristic traits from the food or remains of any enemy they consume. M 4 WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 LD 7

Weapons: Kroot Carnivores may be armed with weapons chosen from the Hand-to-Hand, Pistols, Basic and Extras lists. Path of the Kindred: Kroot Carnivores follow the path of the kindred (see above).

Beasts of War
The following creatures are all classes as Beasts. Beasts never gain experience and may not be given any weapons or equipment. Should a Beast be taken out of action do not roll on the Serious Injury table. Instead roll a D6 adding +1 if the handler did not go out of action. On a 1-2 the Beast has been killed, but on a 3+ he somehow survives! Handler: This beast models must be assigned a Beastmaster handler. Beasts may use their handlers leadership if he is within 6" of them. The beast is always deployed alongside its handler. It does not count as a gang member in situations where only a limited number of fighters may be used. Except for when charging, the beast must remain within 18" of its handler. If the beast starts the turn more than 18" from its handler then he must immediately attempt to get back to within 18" of the handler. If the beast is engaged in hand-to-hand combat then the combat is completed first. If there are no handlers available the beast cannot take part in the game.

Krootox
Cost to Recruit: 120 Credits A Krootox is a large apelike beast used in Kroot mercenary forces. They are a dead-end evolutionary path from Kroot who consumed the flesh of especially muscular and barbaric beasts, losing their intelligence. The result is a hugely muscled, oversized variant of Kroot physiology, its mind capable of little more than unreasoning brutality. If not for the Kroot using them as beasts of war, the Krootox might have died out generations ago, but instead, they are a common sight all over the Tau Empire and beyond. M 4 WS 4 BS S 5 T 4 W 3 I 2 A 3 LD 7

Weapons: Tooth and Claw Skills: Killer Reputation, Iron Will, Juggernaut, Hurl Opponent Handler: (see Above) Ridden Beast: A Beastmaster handler may ride on the back of his Beast. Though both still fight as individual models, they count as a single model for movement, leadership, pinning, and any other situation that could complicate things. If one part of the model is down or out the other returns to being a single model. A rider may dismount at the start of his turn. Once dismounted the model may not remount, he must remain on foot. When resolving shooting attacks the mount is always considered to be the closest model. Gun Mount: A ridden Krootox may have a single heavy weapon mounted on its harness. The Krootox may not fire this weapon but still counts as encumbered in close combat. While mounted, a Beastmaster rider counts as being armed with any heavy weapon on his mounts harness. The weapon is subject to the usual restrictions for heavy weapons, with the exception that it may be fired by the Beastmaster rider. Big Appetite: This beast counts as 2 gang members when working out income and supplying the gang.

Kroot Hounds
Cost to Recruit: 25 Credits The Kroot Hound is an evolutionary dead end of the Kroot. They are quadruped pack hunters. They are often utilized by the Kroot for hunting and in war. M 6 WS 4 BS S 4 T 3 W 1 I 3 A 1 LD 4

Weapons: Teeth! Frenzy: Kroot Hounds are subject o Frenzy. Handler: (see Above) Animal: This beast is an animal and cannot climb, through it may freely jump onto or over any surface that is 1" or less in height. Animals may be ignored when determining which model is closest for shooting.

Knarloc
Cost to Recruit: 100 Credits Knarlocs are the smaller relatives of the Great Knarloc. They are smaller in size and work more as a team, unlike larger, solitary relations. In the wild jungles of Pech, Knarlocs are formidable carnivorous predators using ambush and long distance pursuit techniques to run their prey into the ground. They work together in groups of up to ten, including their young, and have developed a significantly greater brain to body ratio, allowing them to attack any size of prey native to their world. The Kroot are known to capture and raise Knarloc young to form elite mounted units. They mainly make use of their razor claws, sharp beaks and powerful leg muscles to rip apart their prey. M 5 WS 3 BS S 5 T 4 W 3 I 4 A 2 LD 6

Kindred Equipment
KROOT WEAPONS LIST Shaper Only Weapons Chainsword Hand-to-Hand Weapons Knife Chain or Flail Club, Maul or Bludgeon Massive Axe, Sword or Club Pistols Stub Gun Bolt Pistol Autopistol Basic Weapons Autogun Shotgun Boltgun Special Weapons Plasma Gun Autoslugga Heavy Weapons Heavy Stubber Missile Launcher Extras Grenades Frag Grenades Krak Grenades Missiles Frag Missiles Super Krak Missiles Ammunition Dum-dum Bullets Manstopper Shells Hot Shot Shells Bolt Shells Miscellaneous Weapon Reload

Weapons: Tooth and Claw Skills: Killer Reputation, Juggernaut, Feint, Leap Animal: (see Above) Strong Legs: Because of its strong hind legs, this beast may jump up or down vertical stories. It may jump once per turn to a maximum height of 3". Jumps are paid for out of the beasts movement allowance. Handler: (see Above) Ridden Beast: (See Above) Big Appetite: (See Above)

Experience
Kroot follow all of the usual experience and advances rules with the following exception. Model Type Shaper Beastmaster Kroot Carnivore Starting Experience 80+D6 80+D6 30+D6

Advance Rolls
Kroot Kindreds use the standard gang advancement table when making advancement rolls.

Maximum Characteristics
Kroot M WS 4 6 BS 6 S 4 T 4 W 3 I 6 A 3 LD 9

Kroot Experience Experience Points 0-5 6-10 11-15 16-20 21-30 31-40 41-50 51-60 61-80 81-100 101-120 121-140 141-160 161-180 181-200 201-240 241-280 281-320 321-360 361-400 401+

Title Kroot Kroot Kroot Kroot Hunter Hunter Hunter Hunter Carnivore Carnivore Carnivore Carnivore Carnivore Carnivore Carnivore Shaper Shaper Shaper Shaper Shaper Master Shaper

Fighter Shaper Beastmaster Carnivore

Agility Combat Ferocity Muscle Shooting Stealth X X X X X X Note that an individual Kroots Path may change what skill tables he may choose from.

Techno -

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